35 lines
2.2 KiB
Plaintext
35 lines
2.2 KiB
Plaintext
|
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Loading BMPs" vod_platform=youtube id=USFTH9mcaKw annotator=schme annotator=abnercoimbre annotator=theinternetftw]
|
||
|
[00:00][A recap of previous stream]
|
||
|
[2:05][New test assets for Handmade Hero project]
|
||
|
[4:46][Introduction to loading BMP files]
|
||
|
[6:28][Handle player moving up and down 'stairs' before the BMP loader]
|
||
|
[9:20][Context-switch cost]
|
||
|
[10:46][Moving up an down implementation]
|
||
|
[14:45][Difference between tile map system and tile map positioning system]
|
||
|
[15:54][Implementation continued]
|
||
|
[17:13][Fixing generation code]
|
||
|
[21:45][Generation code fixed]
|
||
|
[22:38][Implementation complete. Working tile map system]
|
||
|
[25:07][Loading BMP files]
|
||
|
[26:30][A talk on the game's screen resolution]
|
||
|
[36:10][Implementing loader]
|
||
|
[39:20][Crash course on how to read file formats]
|
||
|
[43:58][Debugging a BMP file in memory]
|
||
|
[49:00][Processing the BMP file header]
|
||
|
[50:43][Packing a struct to avoid padding]
|
||
|
[53:53][Processing the BMP pixels]
|
||
|
[59:20][Q&A]
|
||
|
[59:44][Perfect pitch would sell that!]
|
||
|
[1:00:58][I missed the part where you handled the endianness of the file, or are bitmaps always the same?]
|
||
|
[1:01:56][Do you prefer #pragma pack or gcc-like annotation?]
|
||
|
[1:02:28][What's your threshold for number of function parameters before putting them into a single structure?]
|
||
|
[1:03:17][Could you please describe how the sparse tilemap storage is done so far?]
|
||
|
[1:11:13][Why not use a function template to read raw bytes into any struct you cook up, one primitive at a time, instead of compiler annotations?]
|
||
|
[1:14:59][How will we handle memory when reading files? Would it be wasteful to read into our memory pool, then only use part of it?]
|
||
|
[1:16:41][Could you explain how to handle platform specific data?]
|
||
|
[1:19:56][Would it be easy to implement a generic sparse array to solve our tilemap problem (possibly overloading)?]
|
||
|
[1:21:02][So we have world chunks and -tiles, didn't we also have screens?]
|
||
|
[1:21:45][Why wouldn't you use a function template in the example mentioned before?]
|
||
|
[1:27:11][Will you write asset exporters/importers to get the assets into an efficient format or will you rely on the asset creators tools?]
|
||
|
[/video]
|